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Player Thoughts : Pigeon's Treat Blog
16th July 2017
Each week, players send their notes on that week's release.
Let's take a peek at their comments, and share some random thoughts, too!
Each week I try to find interesting control schemes that I've not tackled recently. In this case a jump with a flutter seemed to be the thing I was going for.
Initially I intended this game to be a Hoppy Bobby sequel, but once I added Flutter Jump the game went off in a slightly different direction.
I typically try to land on the left-most side of the "circle". It's usually easier to drop down onto the platforms when they're moving up or down the side, than to try to make a perfect landing on the middle platform which quickly moves out of the way.
Yeah, but again I opted to avoid making the bird "Flappy" to distinguish this game from Flappadiddle. The two are indeed incredibly similar looking games. If I made this bird Flappy, too, it would've felt like a redux.
Yes, using the "jump off" point as a restart point might've worked better. Much like Hoppy Bobby always returned to his previous point, too.
Maybe next time!?
Do you think?!
I felt the two views game the same amount of width. I didn't see the height as being "too" important, since you typically don't use up that much height in the game.
No left-facing was done on purpose. I didn't want the player thinking they could turn back, and since the pigeon tends to waddle about the place, I thought he looked ok without the left-facing view.
It would've been REALLY easy to achieve, but honesty I didn't think it was needed.
Only landing on the next "circle" will score you the 10 points.
Additionally, and rather frequently, there are 2 treats on the same platform, meaning you get 50 points instead!
I did the spawning of objects very very lazily.
Yeah, that spawning's not exactly perfect.
If I'd planned it out better, I could've ensured no objects overlap, but the way I generated the platforms made things stupidly overcomplicated.
Still, at least it managed to always leave at least one platform empty!
Nearly all of the sound effects in the game started life as synthy drum sounds.
Synthy toms, hi-hats and more, all warped using CoolEdit's "Pitch Bender" function until they sounded like they oughta.
The flap is simply a hi-hat and a snare, but with the snare reversed, mixed together and then a volume slide added to make it more flap like..
Glad you enjoyed it!
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